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enemy.py
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enemy.py
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"""
enemy.py - The most basic enemy in the game.
"""
import pygame
import os
import Queue
import maptile
DEFAULT_HEALTH = 100
DEFAULT_SPEED = 0.1 # This is in number of pixels per second
# The cardinal directions, used in pathfinding.
DIRECTION_NORTH = 1
DIRECTION_SOUTH = 2
DIRECTION_EAST = 3
DIRECTION_WEST = 4
DIRECTION_NONE = 5
class Enemy:
"""
Set to true if the images have been initialized already.
"""
initialized = False
"""
The images to use when going the given direction. These are kept as
static variables to be drawn when needed.
"""
up_image = None
down_image = None
left_image = None
right_image = None
"""
Initializes a new enemy at the given x and y coordinates.
This also adds the enemy's sprite to the given sprite group.
"""
def __init__(self, x, y, group, size):
if(not Enemy.initialized): # Load the images
Enemy.up_image = pygame.image.load(os.path.join("images", "enemy_up.png"))
Enemy.up_image = pygame.transform.scale(Enemy.up_image, size)
Enemy.down_image = pygame.image.load(os.path.join("images", "enemy_down.png"))
Enemy.down_image = pygame.transform.scale(Enemy.down_image, size)
Enemy.left_image = pygame.image.load(os.path.join("images", "enemy_left.png"))
Enemy.left_image = pygame.transform.scale(Enemy.left_image, size)
Enemy.right_image = pygame.image.load(os.path.join("images", "enemy_right.png"))
Enemy.right_image = pygame.transform.scale(Enemy.right_image, size)
Enemy.initialized = True
self.health = DEFAULT_HEALTH
self.speed = DEFAULT_SPEED
self.sprite = pygame.sprite.Sprite()
self.direction = DIRECTION_NONE
self.sprite.image = Enemy.down_image
self.size = size
self.sprite.rect = pygame.Rect(x, y, size[0], size[1])
group.add(self.sprite)
"""
Update the sprite. The time_elapsed parameter is how much time
has passed since the last update of this sprite. The mapdata
parameter is a map object.
"""
def update(self, time_elapsed, mapdata):
deltaY = 0
deltaX = 0
# Update depending on the current direction
if(self.direction == DIRECTION_NORTH):
deltaY = -self.speed*time_elapsed # Go up the screen
self.sprite.image = Enemy.up_image
elif(self.direction == DIRECTION_SOUTH):
deltaY = self.speed*time_elapsed
self.sprite.image = Enemy.down_image
elif(self.direction == DIRECTION_WEST):
deltaX =-self.speed*time_elapsed
self.sprite.image = Enemy.left_image
elif(self.direction == DIRECTION_EAST):
deltaX = self.speed*time_elapsed
self.sprite.image = Enemy.right_image
# If the direction is NONE, do nothing
# Update the coordinates and rectangle
self.sprite.rect = self.sprite.rect.move(deltaX, deltaY)
# If we need to update the direction we're going, do so
if(self.shouldChangeDirection(mapdata)):
self.direction = self.determineDirection(mapdata)
"""
Determine if we should change direction or not. We change direction
if we've passed through the tile we're on.
"""
def shouldChangeDirection(self, mapdata):
coordinates = self.getCoordinates()
tile_coord = mapdata.getTileCoordinates(coordinates)
tile = mapdata.tiles[tile_coord[0]][tile_coord[1]]
if(self.direction == DIRECTION_NONE):
return True # Always try to move!
elif(tile.type == maptile.PLOT): # If we've gone off the path, we need to adjust
return True
elif(self.direction == DIRECTION_NORTH):
# Find the tile below this one
if(mapdata.validCoordinates(tile_coord[0], tile_coord[1]+1)):
tile = mapdata.tiles[tile_coord[0]][tile_coord[1]+1]
if(coordinates[1]+self.size[1] >= tile.y*mapdata.tileheight):
return True
return False
elif(self.direction == DIRECTION_SOUTH):
return True
elif(self.direction == DIRECTION_EAST):
return True
elif(self.direction == DIRECTION_WEST):
# Find the tile to the right of this one
if(mapdata.validCoordinates(tile_coord[0]+1, tile_coord[1])):
tile = mapdata.tiles[tile_coord[0]+1][tile_coord[1]]
if(coordinates[0]+self.size[0] <= tile.x*mapdata.tilewidth):
return True
return False
else:
return False
"""
Figure out which direction we should go. This uses a breadth-first
search to find the goal. Be careful, this can take a while on open maps.
"""
def determineDirection(self, mapdata):
tilequeue = Queue.Queue()
# Get the tile we're on
pixel_coordinates = self.getCoordinates()
coordinates = mapdata.getTileCoordinates((pixel_coordinates[0],
pixel_coordinates[1]))
start_tile = mapdata.tiles[coordinates[0]][coordinates[1]]
start_tile.visited = True
tilequeue.put(start_tile)
while(not tilequeue.empty()):
tile = tilequeue.get()
tile.visited = True
if(tile.type == maptile.DESTINATION):
# Go backwards until we hit the tile before the start
while(tile.parent != None and tile.parent != start_tile):
tile = tile.parent
# Figure out the direction
retval = self.findDirection(start_tile, tile)
# Clear the tile list of parent and visited status
for tilelist in mapdata.tiles:
for curr in tilelist:
curr.visited = False
curr.parent = None
return retval
else:
# Get the row and column numbers
# Queue the neighboring tiles
self.addtoQueue(tilequeue, tile.x-1, tile.y, mapdata, tile)
self.addtoQueue(tilequeue, tile.x+1, tile.y, mapdata, tile)
self.addtoQueue(tilequeue, tile.x, tile.y+1, mapdata, tile)
self.addtoQueue(tilequeue, tile.x, tile.y-1, mapdata, tile)
"""
Add the tile to the queue if the coordinates given are valid
and if the tile hasn't been visited yet.
"""
def addtoQueue(self, queue, x, y, mapdata, parent):
# Make sure the coordinates are valid
mapsize = mapdata.getMapSize()
if(x >= 0 and x < mapdata.numColumns and y >= 0 and y < mapdata.numRows):
tile = mapdata.tiles[x][y]
# If this tile hasn't been visited yet, and it's not a plot, add it
if(not tile.visited and tile.type != maptile.PLOT):
# Update the parent
tile.parent = parent
queue.put(tile)
"""
Find the direction from the first tile to the second tile.
The tiles have to be adjacent for this to work.
"""
def findDirection(self, first_tile, second_tile):
if(first_tile.x > second_tile.x):
return DIRECTION_WEST
elif(first_tile.x < second_tile.x):
return DIRECTION_EAST
elif(first_tile.y > second_tile.y):
return DIRECTION_NORTH
elif(first_tile.y < second_tile.y):
return DIRECTION_SOUTH
else:
return DIRECTION_NONE
"""
Determines if an enemy is dead or not.
"""
def dead(self):
if(self.health <= 0):
return True
else:
return False
"""
Determines if the enemy is offscreen or not. This only
returns true if all parts of the enemy are offscreen.
"""
def offscreen(self, mapdata):
tilesize = mapdata.getTileSize()
mapsize = mapdata.getMapSize()
coordinates = self.getCoordinates()
if(coordinates[0] < -tilesize[0] or coordinates[0] > mapsize[0]):
return True
elif(coordinates[1] < -tilesize[1] or coordinates[1] > mapsize[1]):
return True
else:
return False
def getCoordinates(self):
return (self.sprite.rect.left, self.sprite.rect.top)
"""
Returns true if the enemy is at the destination.
"""
def atDestination(self, mapdata):
coordinates = self.getCoordinates()
mapsize = mapdata.getMapSize()
# Make sure the coordinates are valid
if(coordinates[0] < 0 or coordinates[0] >= mapsize[0] or coordinates[1] < 0
or coordinates[1] >= mapsize[1]):
return False
tile_number = mapdata.getTileCoordinates(coordinates)
if(mapdata.tiles[tile_number[0]][tile_number[1]].type == maptile.DESTINATION):
return True
else:
return False
# A little trick so we can run the game from here in IDLE
if __name__ == '__main__':
execfile("main.py")